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I must say I'm so buying this standalone expansion! Very good job that you guys have done so far!

But I got 1 question...

Will you fix the Nuclear Submarine model problem? Nuclear Submarines are considered capital ships but not submarines so they are pretty much useless.
 
I must say I'm so buying this standalone expansion! Very good job that you guys have done so far!

But I got 1 question...

Will you fix the Nuclear Submarine model problem? Nuclear Submarines are considered capital ships but not submarines so they are pretty much useless.

we redesigned it the way that you now have an extra brigade called NU (Nuclear Propulsion) you can attach it (after research) to every new ship. it gives + range and -oil consumption. nuclear subamrines and nuclear carriers as class on its own are still implemented and can be viewed as some kick-ass super unit. but its highly unlikly you get those special ships into the game before 1950
 
we redesigned it the way that you now have an extra brigade called NU (Nuclear Propulsion) you can attach it (after research) to every new ship. it gives + range and -oil consumption.
Sounds like a good way to handle it.

One more basic modding restriction I hope you will remove is the limitations regarding number of unit models (specifically problems with model #10, 20, etc.). Making cross-unit-type upgrade paths moddable would also be useful (vs. the current hardcoded light tank to medium tank upgrade path).
 
I must beg you to reconsider this. By making repairs of IC cost IC you put nations in a very volatile and exploitable situation. After a certain amount of bombing you pass the point off no return where IC cannot be repaired at all. Basically you can never recover (just like with the current dissent mechanics) but its now up to the enemy not yourself to put you in this position.

Even in the face of Total allied air-superiority and thousands of bombers German & Japanese Industry never collapsed fully. If left alone for a few months It would always be able to recover and factories were running remarkably soon after the war ended.

So I will beg you, make it really expensive to repair infrastructure, AA, forts, plants, facilities, reactors & all other buildings. But don't have a IC cost included in repairing IC or resources, If you want to balance this instead increase their repair time compared to HoI2.

if ic costs ic to repair, i wont buy.
 
Perhaps a base rate of repair of say 1 IC=4 months is free and the IC can be spent to speed it up. Nothing too expnesive, but it should cost something.
 
ressources regenerate for free, infra regenerates very very slow over time but fast recovery will need IC. all other stuff does not rebuild for free. rebuilding cost is freely modifyable as the damage it takes is also. Damaging IC becomes only really effective after 43-44 when the "inudstrial bombardment" mission type gets its efficiency techs fully researched. Ind Bomb requires StrAttack, its possible with tac but for effective bombardment war e.g. destroying one whole nations Inudstrial Base you will need Strategic Bombers. IC does not go down to zero after changing ownership. Infact, the Province Effectivity Value sinks to zero which will rise for free over the course of the next half year. Only real damaged IC through bombings or scorched earth will need to be rebuilded and actually cost. So there are 2 Levels now : Provincial Real IC Value and the Provincial Effectivity Value.

Giving IC a free mini recovery bonus might be a good way to model rebuilding correctly. Maybe this comes in, but will make sure that it takes for years to rebuild it when not investing anything at all. otherwise the point of the whole slider is just useless.
 
Having read the above I infer that there are other types of strategic bombardment. Can we can finally bomb Germany's oil plants specifically via a differnt mission?
 
This will be a great game, I'll definitely buy it.

I have some questions for you, for things that bothered me most in vanilla game:

- Are the AI planes and ship restricted in range or is it still unlimited?
- Is the AI competent enough to run the country without that many scripts? Historical wars can be driven by scripts for sure, but for example fighting countries that were not on the "war" list was really hampered in the vanilla game.
- Do you plan to improve army organization so we can have more levels of command instead of lone big stacks? Something akin to HOI3 but only for easier control of forces (selecting groups etc.).
 
Damaging IC becomes only really effective after 43-44 when the "inudstrial bombardment" mission type gets its efficiency techs fully researched. Ind Bomb requires StrAttack, its possible with tac but for effective bombardment war e.g. destroying one whole nations Inudstrial Base you will need Strategic Bombers.

Yes, but is that actually what happened, or is that just the theory upon which the bomb wing commanders predicated what they were doing? German production went up in 43/44. Not down.

There is a good arguement to be made that strategic bombing was pretty ineffective up until the modern era, and the invention of the bomb. For example, Germany produced 3 times more tanks in 1943 than in 1942, and increased production of the same by quarter on top of that in 1944. They fully mobilized in 43.

Japan, which suffered pretty much the same kind of campaign in the late war maintained its production levels at a steady rate all through the war -- they were already fully mobilized in 1938. The fact is they never really had the capacity to fight the USA to start with.

I am sure that strategic bombing had some impact on production, and probably kept a lid on even greater growth, but the idea that destroying the industrial base of a nation from the air remained a "theory" of Giulio Douhet that was not proved in practice during the war.


Douhet believed in the morale effects of bombing. Air power could break a people's will by destroying a country's "vital centers". Armies became superfluous because aircraft could overfly them and attack these centers of the government, military and industry with impunity. Targeting was central to this strategy and he believed that air commanders would prove themselves by their choice of targets. These would vary from situation to situation, but Douhet identified the five basic target types as: industry, transport infrastructure, communications, government and "the will of the people".

The "bombers always get through"... well no they didn't. Someone did a study a while back on British aircraft production and came to the conclusion that the RAF might have been better served in terms of concrete results per dollar spent by producing numerous fast unarmed light weight Mosquito light bombers than the big multi-engine bombers. They would deliver more tonnage, more accurately to the target, more safely.

There is, in fact such a thing as bad doctrine, and the view of strategic bombing generally held by most military establishments of the time, does not quite seem to have measured up to its intent.

Don't mean to sound negative. I am not really. I am actually really happy that people are taking on the project of using this excelent game engine for further development and new ideas. But, I thought I would put that out there for you consideration.

Best of luck!
 
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Yes, but is that actually what happened, or is that just the theory upon which the bomb wing commanders predicated what they were doing? German production went up in 43/44. Not down.

There is a good arguement to be made that strategic bombing was pretty ineffective up until the modern era, and the invention of the bomb. For example, Germany produced 3 times more tanks in 1943 than in 1942, and increased production of the same by quarter on top of that in 1944. They fully mobilized in 43.

Japan, which suffered pretty much the same kind of campaign in the late war maintained its production levels at a steady rate all through the war -- they were already fully mobilized in 1938. The fact is they never really had the capacity to fight the USA to start with.

I am sure that strategic bombing had some impact on production, and probably kept a lid on even greater growth, but the idea that destroying the industrial base of a nation from the air remained a "theory" of Giulio Douhet that was not proved in practice during the war.




The "bombers always get through"... well no they didn't. Someone did a study a while back on British aircraft production and came to the conclusion that the RAF might have been better served in terms of concrete results per dollar spent by producing numerous fast unarmed light weight Mosquito light bombers than the big multi-engine bombers. They would deliver more tonnage, more accurately to the target, more safely.

There is, in fact such a thing as bad doctrine, and the view of strategic bombing generally held by most military establishments of the time, does not quite seem to have measured up to its intent.

Don't mean to sound negative. I am not really. I am actually really happy that people are taking on the project of using this excelent game engine for further development and new ideas. But, I thought I would put that out there for you consideration.

Best of luck!

you now have the option to bomb the sh** out of a country that has become defenseless in Air Warfare, doesnt imply you have to use this always.
 
Whew - it's nice to be able to actually talk about this at last! :D

It has taken many months of concentrated team effort - in our personal time since we are not employees of Paradox, even though they are publishing the game - to come up with what I am happy to opine is a fun, reasonably 'historical/realistic' and flexible game.

I see. Then you run into all kinds of related issues of course.

For example, the fundamental fact that the innate defensive bonus is too low in HOI II. Stacking will only partially resolve this issue. If you compensate by adding bonuses to defense, and limit stacking, then with the combat system in place now, progress for attackers could be difficult, since they can not rely on dogpiling.
As Lennart said, this will be covered in a future Dev.Diary, but I think you'll like the result.

For now I'll just say that one feature is that land combat takes longer to resolve - and the bigger the forces the longer it takes. This means that reallocation of units, feeding in of reinforcements and application of air power to key points all becomes feasible before the issue is decided. Units on 'support defence' orders will usually get into action before the initial line is retreating. Taking Poland now typically takes me around 4-6 weeks; in one memorable game the battle for Warsaw took 28 days, with reinforcements being fed in by both sides and the rest of the German operation developing all around it and air support added (well, attempted) by both sides, before the city finally fell.
 
It would be great if the AI learned how to group units into semi-realistic groups. Usually the AI has few bigger armies but keeps the rest of its divisions in one-div corps. Was this problem solved in AoD?
 
Whew - it's nice to be able to actually talk about this at last! :D

It has taken many months of concentrated team effort - in our personal time since we are not employees of Paradox, even though they are publishing the game - to come up with what I am happy to opine is a fun, reasonably 'historical/realistic' and flexible game.

As Lennart said, this will be covered in a future Dev.Diary, but I think you'll like the result.

For now I'll just say that one feature is that land combat takes longer to resolve - and the bigger the forces the longer it takes. This means that reallocation of units, feeding in of reinforcements and application of air power to key points all becomes feasible before the issue is decided. Units on 'support defence' orders will usually get into action before the initial line is retreating. Taking Poland now typically takes me around 4-6 weeks; in one memorable game the battle for Warsaw took 28 days, with reinforcements being fed in by both sides and the rest of the German operation developing all around it and air support added (well, attempted) by both sides, before the city finally fell.

That sounds great. The long combat systems have proven to be the best model for this game that I have played. It was implimented in the Starfire/MEM system a while back largely by increasing Org. However, that did not actually solve the problem of the dogpiling effect. Sounds like maybe you have a handle on that.

You are right, one thing it does do is increase the potency of "support defence", and this does help to increase the potency of defense, but it does not truly replicate the innate advantage of defense. Why defense is stronger IRL is a complicated issue, but it is generally an axiom that all other things being equal, attackers need to outnumber defenders by a 3 to 1 ratio to have any hope of success.

In vanilla HOI on plains, defenders only really have the 20% dug in bonus, which means basically that attackers only have to exceed defenders by a factor of 1.2 to achieve success.

Another defensive advantage in HOI is the fact that retreating units gain org, while attacking ones lose it. This can be used to create a cushion effect as attackers come forward. Unfortunately, though that only applies in MP, since the AI units gain org while moving.

In the EIR system addition to playing with Org and defensive values to draw out battles, I increased defensive strength simply by increasing the frequency of defensive combat events, and I think that is the only true way using the vanilla HOI system to give defenders proper bonuses.

But there are a few hidden things that I have discovered that should be accounted for in all long combat systems.

Terrain:

As I mentioned, the vanilla terrain bonuses need to be adjusted. The vanillas set up can be a problem for a number or reasons, one being the potential for map bottlenecks to appear at important points. The entry way into France through Belgium is a significant case here, with woods and rivers all over. Against a human France difficult to overcome, unless terrain bonuses are modified to decrease those bonuses.

Another serious bottleneck occurs at Bilbao/Dax in Spain, should someone choose to go that route.

Durruti on the MEM mod team artfully adjusted the map used in MEM to give a little more room for manouver in these areas, and that is also the map I used for EIR. That and adjusting terrain bonuses down has been effective.

The good side is of course that if you increase defensive potential we can get more accurate historical results, such as the one I noted above, the Ukraine can be defended, and Germany can potentially launch an attack over the Baltic river systems and woods, and directly east toward Smolensk.

Thus the Russian player does not have to resort to the ahistorical and gamey trick of defending the Dnepr river, and waiting for the onslaught 500 km behind the border.

Support defense:

The AI SD proportions need to be adjusted down, because the AI will throw way more units than it needs into battles, and because it does not cycle units as a human player does by retreating them and replacing them with appropriate reinforcements, these useless no org units sit in the battle taking damage for no purpose, and more and more units are drawn into battle. As well, (and in some ways worse) on long fronts like the Russian front the AI will bunch up its units creating convenient conglomerations of units without proper flank protection that can be easily pocketed.

So if this is not dealt with it appears that the AI is defending better, but really it is not. It hangs on in individual provinces for longer, but the whole front collapses at about the same rate, or even worse, because it is actually sacrificing whole divisions, which is expensive. It's kind of like a standfast order for the ai.

This means that manpower losses to AI countries are increased, and manpower has to be adjusted everywhere. At the same time a happy medium for their "Support Defense" ratio has to be found and applied to each AI country file. Its a pain in the ass.

The advantage of your position is that you could just apply a new default through the exe. What I did was install a generic AI switch for all countries that triggered at game start, reducing the SD proportion from the default of .33, and setting it to .2 for all AI countries. What would be really fine is if you could get the AI to retreat divisions that have no org -- I think that would be a huge AI improvement, simple but with tremendous impact, since the AI would be cycling units through the front.

Those were my observations and discoveries with modding vanilla HOI II. Things to consider.

I am really looking forward to what you guys are doing, as I think the main aspect of the HOI II system that really needed fixing was the combat system, and it sounds like you guys are coming at it from the right direction.
 
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we redesigned it the way that you now have an extra brigade called NU (Nuclear Propulsion) you can attach it (after research) to every new ship. it gives + range and -oil consumption. nuclear subamrines and nuclear carriers as class on its own are still implemented and can be viewed as some kick-ass super unit. but its highly unlikly you get those special ships into the game before 1950

Okey neat, very cool but did you fix the bug that's been following the nuclear submarine model? So it wont be considered a capital ship anymore? Would be great for mods like MDS and Cold War Scenario where there are actually nuclear subs....
 
Okey neat, very cool but did you fix the bug that's been following the nuclear submarine model? So it wont be considered a capital ship anymore? Would be great for mods like MDS and Cold War Scenario where there are actually nuclear subs....

no is still a capital ship in class. full nuclear subs are lots of times larger than regular subs. i dont see the point in it removing them as a capital.
 
As a Capital they would require a screen, without one this puts them at a disadvantage in a battle.
Would make sense for Ballistic Submarines to be capital though. They aren't very agile but often rely on smaller "hunter killer" attack subs to keep the waters clear for them.

I agree on the problem with making all nuclear subs capital since many attack submarines also were nuclear.

Ofcourse this depends on if there is a point in including SSBNs as a separate class since they really didn't become active until after 1958 historically.
 
Well, how would you implement an SSB or SSBN? Unless we can base rockets and flying bombs loaded with nukes off them now...?